SLERP not stepping

Im trying to SLERP a child transforms rotation Y but its not working. The Y gets to the destination angle after the time set for the SLERP but no transition effect is vissible. So i see the transform at 0 all the time and then suddenly its at 180.

public IEnumerator SlerpRotationY (float durationSeconds, float targetAngle)
		{		
				
				float flipSpeed = 5F; 
				var flipRotation = Quaternion.Euler (0, targetAngle, 0);
				float t = Time.deltaTime;
				
				while (t < durationSeconds) {
						cardSides.rotation = Quaternion.Slerp (transform.rotation, flipRotation, Time.deltaTime * flipSpeed);
						
										
						yield return null;
						t += Time.deltaTime;
				}
				
				if (targetAngle == 180) {
						isShowingFront = false;
				} else {
						isShowingFront = true;
				}				
		}

cardSides.rotation = Quaternion.Slerp (transform.rotation, flipRotation, Time.deltaTime * flipSpeed);

Generally Time.deltaTime is a poor fit for the t parameter of a Lerp function.

Try using your accumulator variable (also called t):

 cardSides.rotation = Quaternion.Slerp (transform.rotation, flipRotation, t / durationSeconds);